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From: Gary L. <Ult...@gm...> - 2006-11-27 21:44:58
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Tim Beelen schrieb: > Hey Gary/devvers, > Hmm, very interesting, I guess that if the login was successful it needs > to return two unique keys, one for server-side authentications, and one > for client side authentication, and keep track of these. Currently the user id is beeing delivered on a successful login. Combined with the user ip would actually be enought to identify the computer as "permitted". I am not an expert on networks so I have no clue if that is really enough. I guess hackers can still do stuff with your account if he has the same ip as you have (that means he must be in your network) and also knows your user id. But that's quite improbable. > So all clients should be able to ask for a list of other clients. That's not hard to implement. But why does a server actually need to know who else is currently in the game? As far as christoph told me there will be several game servers which all handle a few sectors or so. That means the game server actually wouldn't need a full list. It would only need thouse players he is going to handle. But why does he need to know that anyway? Let's say game server 13 is handeling sector "outter rings" and "lothar's landing". Currently there are 4 players in these sectors and thouse 4 players just recieved the info that thouse 2 sectors aren't been handled by game server 15 anymore because thisone just gone offline. They also recieved the info that they should contact game server 13 if they are or enter "outter rings" or "lothar's landing". Also all other players in the opacma univers recieved the info to contact games server 13 if they enter one of these two sectors. So every client will contact game server 13 anyway as soon as this is necessary. If the game server would recieve an list of all players which are in one of thouse 2 sectors from the meta server, this list would needed to be updated like every second so that he knows who to comminicate with. Regards, Gary |